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    Getting an error when building lighting.

    Okay so i have never had this error before when building lighting and would love to understand what is going wrong!

    If you need any specs. CPU: Intel i5-3570K @3.40GHz. RAM: 16GB. GPU: Nvidia GeForce GTX 660 Ti

    Click image for larger version

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    Last edited by http xnxx.com; 03-12-2015, 04:07 PM.

    #2
    Hi Noah,

    The error message being thrown is that you ran out of memory.

    Try reducing the size of the lightmap resolution for your instanced foliage. Anything over 4-8 is probably too high.
    Tim Hobson | Learning Resources | Epic Games
    UE4 Documentation

    Comment


      #3
      Originally posted by Tim Hobson View Post
      Hi Noah,

      The error message being thrown is that you ran out of memory.

      Try reducing the size of the lightmap resolution for your instanced foliage. Anything over 4-8 is probably too high.
      I reduced it down to 4(was at 8) and i still get the error

      Comment


        #4
        Depending on the size of the scene, number of meshes, Lightmap resolution, or whether you're using a lightmass importance volume (does not work well for large areas).

        Lightmass requires some heavy resources to calculate and build lighting. If it's running out of memory the two alternatives are to increase your RAM or increase virtual memory cache since this is being written to when your computer runs out of RAM. This process will greatly increase build times, but may be a way to work around running out of memory.
        Tim Hobson | Learning Resources | Epic Games
        UE4 Documentation

        Comment


          #5
          I have a total of 30915 meshes in the scene, lightmap resolution is at 4. I am using a lightmass importance volume, I got rid of that and still got the error. How would i go about increasing the virtual memory cache? If all else fails i will get more RAM.

          Comment


            #6
            With 30,915 instances I'd imagine you've got a large world, right?

            If that's the case it'd probably be a better situation to use dynamic lighting with cascaded shadow maps, and maybe even some distance fields meshes for far shadows and ambient occlusion.

            In the release notes for 4.6 static lighting for foliage was introduced along with this statement:

            Static lighting is appropriate for medium sized levels but does not scale up to huge scenes in build times or memory requirements. Be sure to use very small lightmap resolutions on meshes that will be instanced many times.
            Even using a smaller lightmap resolution with scenes that are large will take up a lot of memory.

            If you've seen Epic's GDC Kite World scene you'll notice that this is using dynamic lighting with cascaded shadow maps and distance fields AO and shadows.




            Some of this is explained in the Distance field documentation showing examples from this Kite World demo:

            DF Ambient Occlusion: https://docs.unrealengine.com/latest...ion/index.html

            DF Soft Shadows: https://docs.unrealengine.com/latest...ing/index.html
            Tim Hobson | Learning Resources | Epic Games
            UE4 Documentation

            Comment

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